Warhammer 3 Immortal Empires Fay Enchantress - Bretonnia campaign overview/guide and second thoughts

Warhammer 3 Immortal Empires Fay Enchantress - Bretonnia campaign overview/guide and second thoughts

Warhammer 3 Immortal Empires Fay Enchantress - Bretonnia Campaign Overview/guide And Second Thoughts


Warhammer 3 Immortal Empires Fay Enchantress - Bretonnia campaign overview/guide and second thoughts image 1

Warhammer 3 Immortal Empires Fay Enchantress - Bretonnia campaign overview/guide and second thoughts image 2

Hello everyone. In this guide I will cover:

- Victory conditions, faction and climate;

- Starting location;

- Diplomacy and outposts;

- Mechanics of the race and faction;

- Province edicts and army stances;

- Buildings and research;

- Lords and skills;

- Army compositions;

And give you my final notes on the specific faction. Hope you enjoy it.

In case you prefer to watch the video, it also helps to support me:

https://youtu.be/_NhXYLjlzu8

In case you prefer to read, well, here it is:

VICTORY CONDITIONS:

Short Victory:

- Complete the Troth of Virtue Vow with the Fay Enchantress;

- Occupy, loot, raze or sack 30 different settlements;

The reward is +3 hero capacity for all heroes. You only have 2, so this is minimized, but it is still important to ensure you have a few more without having too many buildings, as I have been mentioning previously.

Long victory:

- Achieve the short victory conditions;

- Occupy, loot, raze or sack 70 different settlements;

- Attain 10000 Chivalry;

- Complete the final Errantry War battle.

The reward is +10 hero recruit rank. This will ensure your Paladins are fit for combat and your Damsels have already good spells as you proceed further into domination goals.

Fay Enchantress is acting in her Lady's name, so she benefits from:

+5 Peasants available to the faction;

Casualty replenishment rate +15%;

Average buffs, with the casualty replenishment being decent, but overall it does not set you up for any specific play style while helping all of them slightly.

Climate is bad, the only interesting part is that Athel Loren is actually unpleasant, making you one of the few factions that can consider conquering those regions without too much issue. Domination is therefore a very tricky endeavor, specially chaos regions.

STARTING LOCATION:

As it is typical for Bretonnia, your starting province is a 2 settlement province. It is very defensible, though, since the Wood Elves nearby have a pact with you for the time being which helps.

Typical expansion will go into dominating the whole of Bretonnia to have a solid base. Then you expand as your enemies reveal themselves. Going into the South or North will always cause you to find some uninhabitable terrain, so you may need some unconventional conquest paths.

DIPLOMACY AND OUTPOSTS:

Diplomatically, you are part of the Order tide, so High Elves, Empire, Wood Elves, Dwarfs are your likely friends.

Enemies will be Greenskins, Beastmen, Skaven, and Vampire Counts. You may face others depending on how the game progresses and where you choose to expand to.

Good outposts will be with the High and Wood Elves, as well as Dwarfs. Try to secure their missile troops and infantry as you are lacking in both of those departments.

MECHANICS OF THE RACE AND FACTION:

Lets begin with the Vows: There are three of them with various benefits, namely reduced upkeep for most cavalry units, corruption reduction, campaign movement range, and giving your lords the wounded ability.

To complete those Vows or Troths, you will have to achieve a specific mission that you pledge that lord to. Remember to pledge them always as this is not prompted!

Chivalry is a specific mechanic, a currency that you accumulate in order to generate campaign wide buffs. This will give you Extra lord rank, corruption reduction, unit experience, leadership, among others.

If Chivalry is high enough, you may recruit the Green Knight, a wonderful ethereal single entity, both great at tanking damage as well as killing single entities.

You also have the peasant economy. Each settlement grants you a number of peasants, which adds to the overall number of peasant units you can have in all of your armies. As long as your farms are at full capacity, you have free upkeep for peasant mobs and reduced for non-knight units; should you go beyond, farming income shall be reduced.

You can check out whether a unit belongs to the peasantry by the icon over the unit.

Blessing of the Lady: as you win battles, you may receive the Blessing of the Lady, a nice 15% Ward save for all units. Note, if you retreat, you will lose this, so be mindful of it.

You do not have supply lines. This helps to ensure you can get many armies without suffering issues from it.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Control +10 (!), Corruption -2;

Research rate +10%(!), Construction costs -10% for all buildings;

Income from all buildings +5%;

Recruitment cost -10%; Local recruitment capacity +2 (!);

Growth +15;

Overall, these are great, some of the best edicts out there, really. Special note for how much control you can get, how much research you can obtain, and the local recruit capacity is actually useful.

Army stances:

Channeling, costing 10% movement for +15 Winds of Magic per turn;

Encamp, enabling replenishment, access to Global recruitment, immunity to attrition, but costing 50% movement;

Raiding, costing 50% movement and -2 Chivalry per turn, giving immunity to attrition;

Ambush, costing 25% movement and -2 Chivalry per turn;

Forced march

The typical ones, but really be on the lookout for the Chivalry loss, specially when you have several armies.

Warhammer 3 Immortal Empires Fay Enchantress - Bretonnia Campaign Overview/guide And Second Thoughts(continuation)


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BUILDINGS, RESEARCH:

Carcassone has a nice unique building granting you +50 Chivalry per turn, hero recruit rank +2 for Damsels, Corruption factionwide -2, and winds of magic power reserve +20% when increasing to all armies. Overall, great building, and at tier 3 only.

In terms of military you require 5 buildings for full military, but only one can be built on a minor settlement. However, even tier 3 units are useful, so you might have a shot with focusing more on economy early on, it is up to you: Questing Knights and Knights of the Realm with Battle Pilgrims and Polearms, Trebuchets and Archers, should be enough for the early to midgame for some armies.

One note on the Armory is that it does not unlock units, but rather gives you campaign buffs, including armor to all units and global recruitment capacity increase. This should not be overlooked, like, 5 of these are easy to obtain and it is already +10 armor to all units and +5 Global recruitment, which is not bad at all.

Infrastructure splits into Farming and Industry based.

Farms provide income and archer recruitment, but denies income from industry buildings;

Water Wheels provide income from farms increase, growth to all adjacent provinces and the current one, and local recruit capacity +2;

Industry provides income, but denies income from farms;

Storehouse provides income from industry increase, campaign movement range, less attrition when under siege, local recruitment capacity +2, ammunition +50% when under siege;

You also have a building giving you a bit of income, control and control in adjacent provinces;

Finally, a second growth building and casualty replenishment.

These are great choices overall. 2 buildings for growth and an edict implies you can really grow fast, and you have tons of options to increase recruit capacity too.

Research is divided into 4 parts. The first one is basically a confederation mechanic. With the Fay Enchantress, I believe you should keep an eye out for any other Bretonnia faction gaining lots of ground, and then seek to confederate it.

You have some specific bonuses vs some enemies in the second part. Focus on which ones you are going to be attacking and that should be it.

This leaves you with the Farm and Industry part of the research, which is definitely what I would focus on as the Fay Enchantress. Farming provides buffs for peasant units, Industry for Knight units, and both give you something for campaign too. Study it a bit to ensure you pick the right tech path for your playstyle.

LORDS, SKILLS, ARMY COMPOSITIONS:

Blue line does not have any replenishment or reduced upkeep, so nothing really important on the blue line other than maybe Lightning Strike. The middle skill gives you +5 Hero recruit rank for Damsels, and you have one skill that gives you income from farms and industry buildings, so you might want to go for it still.

Redline is rather expensive considering the units that you have. It splits both early and elite infantry and early and elite cavalry, so it makes it difficult to have a good synergy between early-mid-late game compositions.

Fay Enchantress has some good growth, control, and corruption buffs for campaign, and focuses on Battle Pilgrims, and Grail Knights, which is awesome.

Therefore, I showcase some armies with those units, and include some Grail Reliquae since she also improves them. You can also get a full cavalry army, nothing wrong with that, and note how cheap it is in terms of the Redline skills needed too (number in yellow).

The remaining compositions are what I already recommended for the Louen campaign. Some infantry, archers and cavalry, or some flyers instead of archers, useful for those sieges. Nothing wrong, again, with that full cavalry force, just play for fun, guys.

If you wish to have some fun experimenting, try some mass artillery or cheap midgame armies and see how well they can handle the lategame after some buffs. Remember that the heroes are just placeholders, my only recommendation is at least one caster and one melee or support hero, to ensure you have some flexibility.

FINAL NOTES:

The Fay Enchantress actually feels more what the typical experience with Bretonnia should be. Focus on their Grail Knights, supported by magic and weak infantry, and in a nice safeguarded position.

With the endgame possibilities of the scenarios I can foresee enjoying many hours of playing this campaign and with different results. As always, the replay value is limited in the lack of heroes and lords, and few units, but you can try out different compositions for fun, and make them work. That is how I always address these campaigns.

Your army consists of:

1 - Average infantry;

2 - Average missiles;

3 - Great cavalry;

4 - Great flying units;

5 - Lacks strong anti-large infantry;

6 - Lacks single entities;

For the most part, units will require buffs to be effective, either research, redline, magic...

Replenishment is average at best. Climate is a severe issue, which hinders most attempts at a domination campaign.

Still, I believe it is time to fight for the Lady, with the Fay Enchantress.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2965258672					

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